Showing posts with label chronicle o mutation. Show all posts
Showing posts with label chronicle o mutation. Show all posts

Wednesday, April 7, 2021

X-Men, X-Fan

Mmm...coffee.

Sunday night, the family watched the first (year 2000) X-Men film. I'd been wanting to do this for the last week or so, figuring it was time to introduce the kids to the whole concept of the Marvel "mutant." They, of course, had been resistant, preferring to watch Agent Carter or re-screenings of the various Avengers films, but Sunday I finally got my way. Of course, they ended up digging it...mutants are fun, after all.

For me, I was reminded of all the reasons I dislike this particular film franchise. I haven't blogged about it much (at least, not that I remember...and I'm too lazy to go searching through my back posts at the moment), so guess what? Here it comes:

First, my relationship to the films: I've seen the original two movies multiple times. I didn't LIKE the first one, but I enjoyed it (for reasons I'll describe below), and there were parts of it that definitely begged for revisiting from Yours Truly. The second film I found to be better done and more enjoyable (probably due to cutting of clunky exposition necessary in a first film), and is probably my favorite of the franchise. The third film I found pretty bad/dumb: I've only seen it once. The fourth (X-Men Origins: Wolverine) used a story arc retcon that I hated in the comics, but was still "okay" right up till the end when it turned pretty detestable...at that point I vowed never to see another X-Man movie in the theaters.

However, I broke this promise when I went to see the next film X-Men First Class with my wife (who is a fan of the X-Men since she was a kid).  I found the premise to be interesting but the show wasn't great...mostly bland and un-memorable. This one killed the X-Men for my wife and I've never been to another theater showing of the film. We watched The Wolverine (the next installment) on cable TV, and it was so terrible I swore off the franchise all together. 

I skipped Days of Future Past. I watched Deadpool (free on cable) because so many people told me I had to see it, that it was so good at lampooning the genre, that it was so funny and irreverent and better than the last few movies. I thought it sucked. The last 20th Century Fox mutant film I watched was a small part of Apocalypse, on TV, while drunk, when the family was out of town and I was hanging with my brother and he wanted to watch it. I dozed off during the movie, finding it both badly done and boring.

For me, the franchise got very old, very fast. It was so much a "one-trick pony" that it was simply disappointing on a fundamental level...far more so than the MCU. Just as the mutant-themed comics turned me off over time by shifting focus to their most popular character (Wolverine) the films badly stumbled by A) over-milking the mutant prejudice theme, and B) over-focusing on Wolverine and all his issues...when for me, the joy, the beauty of the X-Men comics was never found in these things. 

See, I was an X-Men fan back in the day...and from a young age. While my elementary school days was a more eclectic collection of comics, in middle school (extremely formative years for Yours Truly) and early high school it was all mutants, all day. X-Men, X-Force, Excalibur, New Mutants...these were the comics my friends and I collected. These were the comics we had to pick up, that we pooled our money to buy, that we swapped and shared. We played a LOT of Marvel Superheroes RPG in those days, and much of our gaming was informed by the stuff we were reading in X-Men comics...despite the fact that there wasn't a single mutant character in our campaign (that I can recall).

[our campaign world didn't contain any Marvel properties at all...it was our own version of "Earth"...and the game being what it is (we were using the Ultimate Powers Book, of course) there were too many interesting character choices to have simple "genetic mutants" infesting our game]

I quit reading X-Men sometime around the early '90s, before I graduated from high school (class of '92) and maybe even before that (I moved on to Silver Surfer about a year before going on a semi-permanent hiatus from comic books). I remember being bemused...and then disgusted...about the Wolverine solo series. Wolverine was a cool character...one of my favorites even...but enough to hold his own series? Doing what? Stabbing folks? He was a bit character with a fairly specialized skill set (as were all the characters in those days)...I had issues where all he did was shovel hay with a cowboy hat and drink beer with Kurt; he never even ranked "team leader" for most of the run! Anyway, it was about that time I stopped buying single issue comics, so it appears I wasn't the "target demographic" the publisher was aiming for.

I realize now, that my experience with X-Men more-or-less coincided with the Chris Claremont run (1975-1991) on the series. 16 years on one title provides a lot of coherence of vision, not to mention a whole lot of story lines, most of which have been completely ignored by the film franchise...despite being the things that made the series "beloved" to fans that grew up with those comics....

I know, I know. "Cry me a river, JB. Wah-wah-whine." Once again I'm bitching and moaning about 'nostalgia' and ignoring the fact that things change. Uh-huh, yep, sure: things do change; I get that. When I started this blog, I didn't even have kids...now my oldest is 10 years old and playing D&D. I am well aware that I am prone to being mired in nostalgia, lost in the past. I've seen Cobra Kai (great series, by the way)...the irony inherent in its protagonists is not lost on me. But listen folks: what are these film studios trading in, if not the nostalgia of an aging fan base? Why not create new and original story lines, or new and original characters? Changing characterizations of existing characters (Cyclops and Storm especially) or changing storylines to fit characters that weren't in the original storyline (Magneto's "Brotherhood of Evil Mutants" predates the involvement of most of the X-Men that appear in the first film) doesn't seem to be the way to go when pandering to a fan base.

Though perhaps the filmmakers felt people would be grateful enough just to see their comics on the big screen? Not a terrible hypothesis...it originally worked for this fan (until it stopped working).

*sigh*

Monday night, the family watched X2: X-Men United and, as I wrote, I enjoyed it more than the original. It wasn't that it was more like the comics of my youth; instead, it was a matter of already understanding the filmmaker's vision and so, rather than being put off by disappointed expectations, I could simply relax and enjoy what the product was: Hugh Jackman hogging the spotlight and stabbing people. Teen romances that never were in the comics. Magneto and Mystique featuring prominently. Cyclops and Storm relegated to weaksauce bit parts (with less meaningful screen time than the cameos of minor characters). The bad juju about the evils of bigotry. Etc.

Ah, well...my children liked both movies (they preferred the second of the two) and there are far worse "changes" in the world. The Seattle Sounders' uniform this season, for example: purple and orange?! What in the everloving name of F is that all about?! Holy blankshow, Batman! 

[and, for the record, I would welcome changes in some areas. The season's only just started and the Mariners are already under .500 for, like, the 25th straight year. Crapola]

*ahem* Anyhoo. I suppose that's about all I have to say on the subject (for the moment) except that, as I chip away at my latest attempt at superhero RPG design, these movies are indeed on my mind and in my memory...especially as I look for something that illustrates the genre as presented in cinema. That's really the key thing (for me) to remember: it's not about how "disappointing" a film may be as an homage to the comic book, it's how well it works as a serial story in and of itself. Because in the end (assuming this game ever gets written), it's really not about emulating the intellectual property of Marvel (or anyone else), but about helping the GM/participants create their own "super world," just as my friends and I did in the past. And as we used X-Men comics as an inspiration, I would fully expect younger folks to use the movies in the same fashion.

Times change.

As one last aside, I have to say I think it's especially interesting that Disney has managed to recover the X-Men rights, and am extremely curious to see how/if they will incorporate mutants back into the MCU. If it were up to me, I would reboot the whole thing, without regard to the original franchise films. Treat all that stuff in the same way as Claremont treated X-Men prior to his takeover in the 70s (i.e. fairly unnecessary). We've seen plenty of example reboots in film (the many Batman franchises, Spider-Man, the Hulk, etc.) so why should be any compulsion to tread the same sorry-ass missteps made by 20th Century Fox?

But of course they will. The X-Men movies made a ton of money and the film industry as a business has shown itself to be both unimaginative and ever-chasing of past success (*double sigh*). 

All right, that's about enough for a Wednesday. 

Any team that FEATURES Wolverine
(the ultimate non-team player)
ain't no "team." Sorry filmmakers.

OH, WAIT: I almost forgot that today marks the 20th wedding anniversary of my wife and I. I am a very blessed and fortunate man to have such a special person share her life with me. Without her love, it is quite possible I'd be even more curmudgeonly and ranty than I am. Thank goodness she's strong enough to hang in there!

Okay, that really is enough.
: )

Thursday, June 3, 2010

Dungeons in Space Part 2

In which I gush about another out-of-print RPG.

I don’t know how many of you have owned, played, or are in any way familiar with the (Swedish?) RPG Mutant Chronicles. Yes, it was made into a rather poor film on the SciFi channel starring Hellboy and that guy from Hung (wow, do I watch a lot of TV or what?). For what it’s worth, the premise of the game is much better than the premise of the film…’course, as I said the game is still out-of-print.

[though per Wikipedia, the rights have been picked up by Paradox Entertainment, another Swedish company though one operating out of the USA]

The game setting is A LOT like the Warhammer 40,000 universe, save that it takes place entirely within our own solar system, there are no aliens (there ARE demons), and humanity has not yet been united by a single religion of humanity, instead being factionalized by a number of mega-corporations. The gear and the tone, however, are even closer to WH40K, though, and prior to GW’s own Rogue Trader RPG, etc. I would have pointed to Mutant Chronicles as the closest thing to a WH40K RPG on the market.

While the 1993 RPG may be (currently) out of print, the MC setting has been recycled and re-used many times over the years: in addition to the film, there were several novels, comic books, a collectible card game, at least two miniature/war games with the associated minis, a video game, and a board game.

I don’t know which was published first, but my first introduction to the Mutant Chronicles setting was the Siege of the Citadel board game. This was circa 1995 for me…I had graduated from college and suddenly had a bunch of spare money burning a hole in my pocket, which led me to a rabid frenzy of wargaming and miniature purchases. SotC is NOT a wargame, but it does have plastic miniatures, which I dutifully painted up to look like the characters on the box (for the most part, all the Mutant Chronicles products have excellent, excellent artwork).

Although Siege is a board game, it has some RPG qualities to it…each player is responsible for a team of “Doomtrooper” (a pair of warriors) each of which is somewhat customizable with equipment. The team improves over time, gaining experience points for killing monsters, and credits (money) for completing mission objectives. The experience system translates directly into increased effectiveness in-game with better chances to hit, and better ability to resist damage.

While there is no “game master,” per se, players of the board game take turns playing the antagonist “Dark Legion;” the demonic denizens of the Citadel to which the Doomtroopers are laying siege. Even though the DL’s Doomtroopers are not present during the mission, the DL player can earn XP and credits by damaging/killing the other players’ Doomtroopers or thwarting them in their mission objectives. Doomtrooper teams can be antagonistic to each other (they all work for rival mega-corporations) or somewhat cooperative in defeating the Dark Legion player…most games of SotC are a good mixture of both.

THIS is the “space dungeon” I was referencing in my original post.

It would be fairly easy to turn Siege of the Citadel into a B/X like dungeon crawl RPG. To me, it reads as if the designers said “if we wanted to run a Dungeons & Dragons game that included power armor and heavy weapons, what would it look like?”

It would look pretty much exactly like SotC.

Here’s the gist: it’s the far future. Earth has been used up, but the mega-corporations have colonized many of the planets in the solar system (the Moon, Mercury, Mars, Venus, and the asteroid belt). A group of Imperial Conquistadors accidentally break an ancient, alien seal on the mysterious “Tenth Planet” (Nero) unleashing a demonic horde to plague humanity.

In addition to insidious infiltration and corruption (of both human spirit and technology) the demons have huge war machines and churn out plenty of monsters, some bio-engineered from normal people, including human corpses (yes, there are undead legionnaires, in addition to cybermantic monstrosities) all housed in huge mobile citadels similar to the “crawling towers” found in Rifts Wormwood. These citadels dot the planes of Mars and the jungles of Venus, spewing forth creatures and engines of destruction to wipe out the human cities on these distant worlds, even as they push in towards Holy Luna.

The Doomtroopers are crack special forces types drawn from the elite soldiers of each mega-corp, charged with infiltrating the citadels and bringing them down from within by dint of combat skill and massive firepower. They are humanity’s proactive defense in the fight against demonic encroachment. Each Doomtrooper team consists of a pair of fighters, one expert in hand-to-hand while the other is a fire support specialist.

[within the Mutant Chronicles RPG and certain expansions to SotC, players can also be members of the Holy Inquisition of the Cathedral of Luna…think assassins, librarians, and inquisitors of the WH40K universe]

Does that not sound like dungeon delving in space? No you don’t get gold directly from the “dungeons” you’re raiding, and any “magic items” found are likely to be cursed and best left alone. However, your team WILL get rewarded by their employers (the Cathedral or the Cartel of maga-corps) as well as growing in power and ability. Also like D&D, improvement of effectiveness is somewhat linked to the acquisition of new and better gear, such gear being made available to the teams that perform better.

And who doesn’t want to hose a bunch of blade-toting zombies with a micro-gun?

The Mutant Chronicles RPG is a lot more than the Siege of the Citadel board game…it is a hugely detailed futuristic world/setting. Perhaps to its detriment…there is SO much information there, so many splat books, so many options, that it can be a bit over-whelming to decide how best to situate the campaign (no, it’s NOT as dis-jointed as Rifts). The fact that it has kind of clunky combat (for my tastes) coupled with a combat-heavy atmosphere, and yet a “story flavored” (a la World of Darkness) fiction-heavy quality to the writing kind of kills it for me. Oh…and the skill system of course. Especially considering each new splat book offers a handful of new skills to incorporate into the game (much as the BECMI gazetteers did for Mystara).

But I think it would be pretty easy to turn it into a basic 64-page RPG. And I do mean “Basic” a la the Tom Moldvay or Holmes edition rules. I wouldn’t take this one OUT of the dungeon…er, “citadel.” The adventuring classes (Doomtroopers, Inquisitors) lose the need for their turtle shell/carapace armor – not to mention panzerknackers, chainsaws, and heavy flamers – outside the subterranean setting. For a combat-heavy dungeon delve in space, the Mutant Chronicles really fits the bill.

Of course, my version won’t include a skill system.
; )

[by the way, any new readers who missed it before might find my Chronicles of Mutation micro-game to be of interest. This is NOT the Doomtrooper/Siege of the Citadel setting, but rather “urban adventuring” in the MC setting. Characters are freelancers working for the Cathedral helping to root out heretics and demon worshippers. You can download the one-page micro-game here]

Wednesday, September 9, 2009

Clockwork Changes


Changed the link to Clockwork (even though it was downloaded 40+ times, I was having problems with it on the Mac...I am so retarded when it comes to this computer hocus-pocus).

The link to A Chronicle of Mutation remains the same. 

Ugh...tomorrow I'll answer some questions. I'm going to bed now (letting the wine do its work). Hasta manana, folks!
; )

A Chronicle of Mutation

In a decidedly inspired fit of creativity, I created my second one-page micro-game today (my first being the “Weird Western” micro- Clockwork, for those who missed it).

The new one is called A Chronicle of Mutation and is available for download here.

Heavily based on the setting of the old Heartbreaker game The Mutant Chronicles (duh!), the rules are a fairly radical departure from the original. It’s also greatly reduced in scope, something that I see as a decided plus (if I do say so myself). The earlier RPG suffered a bit from the over-whelming options: if one person wanted to play an Imperial Blood Beret, one person an inquisitorial assassin, and a 3rd a Mishima corporate samurai in giant robo battle gear, and the last one as a freelancer journalist…well crap, how are you supposed to GM THAT type of freakshow? My micro-version tunes it down to the simple freelancer level, though with a twist: you’re nominally associated with the Holy Inquisition (my version of the Cathedral) and thus have a definite type of objective (sniffing out heretics) for missions/adventures.

All-in-all, I’m quite pleased. As with Clockwork, any comments, suggestions, and feedback are truly appreciated.